TSOP and Willem programer

Discussion of hardware and software development for Super NES and Super Famicom.

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pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

TSOP and Willem programer

Post by pichichi010 »

Hey I just received my willem programmer with the tsop48 adapter.

But the instructions SUCK! Bad English, and vague statements! I am trying to set it up but I am having a hard time.

Jumpers, how the flash memory should be place etc.

Is there anyone out there that can real quick help me set it up?

Thanks!
rkrenicki
Posts: 95
Joined: Mon Oct 03, 2011 9:11 am

Post by rkrenicki »

This is the TSOP40A/B and the TSOP48 ZIF from MCUall/GQElectronics?
pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

this is what it came with it.

Post by pichichi010 »

http://www.sfftpserver.com/socialfan/wp ... 20tsop.zip


That is all the manual.. I quite dont know how to place the flash memory :/
rkrenicki
Posts: 95
Joined: Mon Oct 03, 2011 9:11 am

Post by rkrenicki »

I dont know, that seems quite different from the adapter set that I have. Where did you buy it from? Perhaps you should ask them?
pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

ebay

Post by pichichi010 »

ebay, I did got an ID read once... but nothing after... I think the programmer/adapter is not working right. im going to ask for a refund
pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

Eureka!

Post by pichichi010 »

FInally I got it to work! it was a damned jumper that wasnt put all through!

Now I am going to start soldering..
RedScorpion
Posts: 40
Joined: Mon Mar 15, 2010 4:15 pm

Post by RedScorpion »

I have also a problem with programming the 29F032 tsop via 48 tsop adapter for willem.

I can see that the chip is recognized by the willem software.
I can erase the chip and see the id.
If i want to flash the chip the sequence stopped at 99%.

Has anyone a suggestion why?

greetz

red

P.S. Via TSOP SNES Adapter, all works fine (if the chip is already on tsop pcb for snes).
pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

Frustrated

Post by pichichi010 »

I got it to read, and after 2 memories destroyed I got the hang of soldering, but the game I made does not work!

I do not know if I had the files ready in the right way....


I just Used windhex to remove the rom header, and repair cache and then saved as .bin

then burned.

Is this the right procedure?
tepples
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Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
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Post by tepples »

Unlike NES games with their iNES header, Super NES games don't have a prepended header that's required to emulate or reconstruct a game. By that time, Nintendo had invented a standard format for this information in the 48 bytes at $00FFB0-$00FFDF (just before the interrupt vectors the end of the ROM's first 32 KiB or 64 KiB bank), called the "internal header" by the emulation community. In Super NES, "headers" are associated with old floppy-based copiers such as SMC, SWC, and Profighter. Modern copiers (sd2snes, SNES PowerPak, Super EverDrive) don't need this header; instead they use the internal header to configure the board.

If a file has a copier header, you're supposed to remove it, but removing the first 512 bytes from a ROM with no copier header will only screw things up worse. What sort of "ROM header" did you remove? What was the exact size in bytes before and after you removed the header? Most of the time, the size of the file you're supposed to burn is either a power of 2 (524288, 1048576, 2097152, or 4194304) or three times a power of 2 (1572864 or 3145728). If it's that size, it already lacks a header; if it's 512 bytes bigger, it probably has a copier header.
Hias
Posts: 30
Joined: Sat Oct 15, 2011 6:00 am

Post by Hias »

Just download bsnes 64bit and test your ROM with it. You need to run snespurify first, it removes the header. (its included in the bsnes package)
If your images works on bsnes 64bit, it should work on the real snes.
pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

But willem

Post by pichichi010 »

but my programmer only recognizes .bin files the bsnes 64bit only loads .sfc
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Post by tepples »

A file with the ".sfc" extension traditionally has exactly the same bytes as a ".bin" file. So do .a26, .gen, and .gba, which are also headerless ROM images. It's just that Windows appears incapable of using any information other than the extension to determine whether to start bsnes, Stella, Gens, or VisualBoyAdvance when the user shell-executes a ROM image by double-clicking it in Windows Explorer.
Last edited by tepples on Sun Jan 29, 2012 10:36 am, edited 1 time in total.
pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

Post by pichichi010 »

so I just rename the .sfc file to .bin to burn it?
tepples
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Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Post by tepples »

pichichi010 wrote:so I just rename the .sfc file to .bin to burn it?
Yes.

Super Mario World.sfc (524288 bytes)
renames to
Super Mario World.sfc.bin (524288 bytes)
which gets written to the chip.
pichichi010
Posts: 172
Joined: Thu Dec 29, 2011 5:41 pm

Post by pichichi010 »

awesome Thanks!
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